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  • OpenCV compare two images and get different pixels

    - by Richard Knop
    For some reason the code bellow is not working. I have two 640*480 images which are very similar but not the same (at least few hundred/thousand pixels should be different). This is how I am comparing them and counting different pixels: unsigned char* row; unsigned char* row2; int count = 0; // this happens in a loop // fIplImageHeader is current image // lastFIplImageHeader is image from previous iteration if ( NULL != lastFIplImageHeader->imageData ) { for( int y = 0; y < fIplImageHeader->height; y++ ) { row = &CV_IMAGE_ELEM( fIplImageHeader, unsigned char, y, 0 ); row2 = &CV_IMAGE_ELEM( lastFIplImageHeader, unsigned char, y, 0 ); for( int x = 0; x < fIplImageHeader->width*fIplImageHeader->nChannels; x += fIplImageHeader->nChannels ) { if (row[x] == row2[x]) // the pixel in the first channel (usually G) { count++; } if (row[x+1] == row2[x+1]) // ... second channel (usually B) { count++; } if (row[x+2] == row2[x+2]) // ... third channel (usually R) { count++; } } } } Now at the end I get number 3626 which would seem alright. But, I tried opening one of the images in MS Paint and drawing thick red lines all over it which should increase the number of different pixels substantially. I got the same number again: 3626. Obviously I am doing something wrong here. I am comparing these images in a loop. This line is before the loop: IplImage* lastFIplImageHeader = cvCreateImageHeader(cvSize(640, 480), 8, 3); Then inside the loop I load images like this: IplImage* fIplImageHeader = cvLoadImage( filePath.c_str() ); // here I compare the pixels (the first code snippet) lastFIplImageHeader->imageData = fIplImageHeader->imageData; So lastFIplImageHeader is storing the image from the previous iteration and fIplImageHeader is storing the current image.

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  • Picture.writeToStream() not writing out all bitmaps

    - by quickdraw mcgraw
    I'm using webview.capturePicture() to create a Picture object that contains all the drawing objects for a webpage. I can successfully render this Picture object to a bitmap using the canvas.drawPicture(picture, dst) with no problems. However when I use picture.writeToStream(fos) to serialize the picture object out to file, and then Picture.createFromStream(fis) to read the data back in and create a new picture object, the resultant bitmap when rendered as above is missing any larger images (anything over around 20KB! by observation). This occurs on all the Android OS platforms that I have tested 1.5, 1.6 and 2.1. Looking at the native code for Skia which is the underlying Android graphics library and the output file produced from the picture.writeToStream() I can see how the file format is constructed. I can see that some of the images in this Skia spool file are not being written out (the larger ones), the code that appears to be the problem is in skBitmap.cpp in the method void SkBitmap::flatten(SkFlattenableWriteBuffer& buffer) const; It writes out the bitmap fWidth, fHeight, fRowBytes, FConfig and isOpaque values but then just writes out SERIALIZE_PIXELTYPE_NONE (0). This means that the spool file does not contain any pixel information about the actual image and therefore cannot restore the picture object correctly. Effectively this renders the writeToStream and createFromStream() APIs useless as they do not reliably store and recreate the picture data. Has anybody else seen this behaviour and if so am I using the API incorrectly, can it be worked around, is there an explanation i.e. incomplete API / bug and if so are there any plans for a fix in a future release of Android? Thanks in advance.

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  • Ignore all folders with a certain name in SVN (subversion), how to?

    - by Roeland
    I am fairly new to Subversion and was wondering how exactly to ignore all folders by a specific name. From what I have read, I think I need to use the svn:ignore function, but I have no clue on how to actually do this. Some places mention a config file.. some say command prompt. I have my subversion repo set up on a windows 2008 server. I tried to go to command prompt and type svn:ignore name but that didnt work. The tutorial I used to set up my repo (with apache 2.2) had me create an etc folder in c:/. There I have subversion.conf, svn-acl and svn-auth-file. My subversion.conf file includes this: <Location /btp> DAV svn SVNPath C:/Files/Work/Repositories/btp AuthType Basic AuthName "By The Pixel Repo" AuthUserFile c:/etc/svn-auth-file Require valid-user AuthzSVNAccessFile c:/etc/svn-acl </Location> The client I use for my development machines is tortoisesvn. Im a bit of a noob so any help is appreciated it! Thanks.

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  • Collision Detection (Ground & Slopes) in 2D Platform Game using Pygame Rects

    - by RedCap
    Hi, First off, I am not after any instructions on logic for collision detection; I get it. What I am trying to work out is the least complicated way to do this with Pygame using Sprites & Rects. I want to be able to check collisions for the Player against ground, walls & slopes. In theory it is quite straight forward, but I'm having difficulty because it seems like you cannot do this with one Rect. One Rect is simple enough to get you collisions in the X plane against walls. The same Rect could be used also be used in the Y plane against solids, but not with slopes - since with the collision routines in Pygame it checks the whole Rect (or mask), rather than perhaps just the bottom middle of the Rect. It seems in addition you need to have a number of "sprites" to check collisions with, that are 1x1 pixel in various places around the Player. What's the easiest way to do this, without having a bunch of 3, 4, or more separate "collision pixels" to check against slopes? Geoff

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  • HTML5: Rendering absolute images using canvas

    - by Mark
    I am experimenting with canvas as part of my HTML5 introduction. This constitutes as assignment work, but I am not asking for any help on the actual coursework at all. I am trying to write a rendering engine, but having no luck because once the image is drawn on canvas it looks very distorted, and not at the right dimensions of the image itself. I have made a animation engine that loads images into an array, and then iterates through them at a certain speed. This is not the problem, and I assume is not causing the issue as this was happening when I drawn an image to the canvas. I think this is natural behaviour for images to be scaled/skewed when the window is resized, so I conquered that by simply redrawing the whole thing once the window is resized. The images I am using are isometric, and drawn at a pixel level. Would this cause the distortion? It seems setting the dimensions on the drawImage() function are not working are all. I am using JavaScript for the manipulation and rendering of the canvas. I would normally try and work it out myself, but I do not have any time to ponder why because I have no idea why it is even scaling/skewing the image once it is drawn on the canvas. I cannot share the code for obvious reasons. I should also mention, the canvas's dimension is the total width of the viewport, as I am developing a game. My question is: Has anyone encountered this and how would I correct it? Thanks for your help.

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  • Frame sizing of tableview within nested child controllers/subviews

    - by jwoww
    I'm a bit confused by the proper frame sizing of a table view to fit within my screen. Here's my setup of view controllers within view controllers: UITabBarController UINavigationController as one of the tab bar viewcontrollers; title bar hidden ViewController - a container view controller because I need the option to place some controls beneath the UITableView, sometimes (but not in the current scenario) UITableViewController Now, my question is what the proper frame dimensions of the UITableview should be. Here's what I've got in the ViewController viewDidLoad method. I used subtracted 49.0 (the size of the tab bar) from 480.0. However, this leaves a black bar at the bottom. 20.0 appears to do it (coincidentally?) the size of the status bar, but I don't understand why that would be. Wouldn't the true pixel dimensions of the tableview be 480-49? // MessageTableViewController is my subclass of UITableViewController MessagesTableViewController *vcMessagesTable = [[MessagesTableViewController alloc] init]; CGRect tableViewFrame = CGRectMake(0, 0, 320.0, 480.0 - 49.0); [[vcMessagesTable view] setFrame:tableViewFrame]; self.tableViewController = vcMessagesTable; [self addChildViewController:vcMessagesTable]; [[self view] addSubview:vcMessagesTable.view]; Here's how it looks:

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  • Get notified when UITableView has finished asking for data?

    - by kennethmac2000
    Hi everyone, Is there some way to find out when a UITableView has finished asking for data from its data source? None of the viewDidLoad/viewWillAppear/viewDidAppear methods of the associated view controller (UITableViewController) are of use here, as they all fire too early. None of them (entirely understandably) guarantee that queries to the data source have finished for the time being (eg, until the view is scrolled). One workaround I have found is to call reloadData in viewDidAppear, since, when reloadData returns, the table view is guaranteed to have finished querying the data source as much as it needs to for the time being. However, this seems rather nasty, as I assume it is causing the data source to be asked for the same information twice (once automatically, and once because of the reloadData call) when it is first loaded. The reason I want to do this at all is that I want to preserve the scroll position of the UITableView - but right down to the pixel level, not just to the nearest row. When restoring the scroll position (using scrollRectToVisible:animated:), I need the table view to already have sufficient data in it, or else the scrollRectToVisible:animated: method call does nothing (which is what happens if you place the call on its own in any of viewDidLoad, viewWillAppear or viewDidAppear). Thanks in advance for your assistance!

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  • How can I define an irregular area of the screen and find the closest point to the mouse in that area?

    - by JonathonG
    I'm looking for a method to define an area of the screen that the mouse cannot leave. I have been directed by rob mayoff, the answerer of this question, that I can use a Quartz Event Tap to detect mouse events. This puts me part of the way to the solution to THIS question. I need to define an irregular area of the screen, not just a rectangle, that the mouse cannot leave. I have been researching this and the only idea I can come up with is using a bitmap to define the irregular area, as it will be very oddly shaped. However, I am open to solutions other than using a bitmap. Since this must be done on a Mac, I've determined that I will have to use objective C / Cocoa . I need to know how to define the area and, equally importantly, how to find the closest point in the area to the mouse (so that I can move the mouse to it if the mouse tries to move outside of the area). This is similar to what the restricted area will look like: [edit:] Okay, I've come up with part of the answer to this. If I can do a basic (light-weight) point collision detection on the image mask, I can use a simple algorithm to detect the closest point to the mouse on the black area of the image. I could do this by calculating distance between a pre-defined point (P) inside the black area of the image and the target mouse position (T), taking the midpoint (M), then checking if the midpoint is inside or outside of the shape (black or white, respectively). If M is inside the shape, then move the P to M, otherwise move T to the M, continuously recalculate this until the distance between T and P is 1 pixel or less, then move the mouse to the final calculated position. All of that being said, I still need some way to test the position of the mouse against that same position on the bitmap (assume the bitmap is the same resolution as the monitor), and check if that point is black or white. All of this needs to be done in the background, without this application actually having focus, or the bitmap being visible... is this possible?

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  • Need help making a div appear on the bottom of the screen while the rest of the divs scroll

    - by user1896600
    It's hard to describe my specific problem without just showing you the HTML code. The HTML source can be seen easily from clicking "View Source" while seeing the page http://techdot.us/projects/jeopardy/view.php. The CSS is located here: http://techdot.us/projects/jeopardy/style/gameStyle.css. My main goal is to have the main content table rows/columns appear on the majority of the screen (everything except 69px, to be exact). So, the bottom 69px contains an informational panel that is supposed to stay on the bottom of the screen, even when the user scrolls down the page. Scrolling is supposed to, in theory, trigger the majority of the content to go down the page normally, except the bottom bar which stays static. I have achieved this effect on the website. However, there is a big problem. On smaller screens (as you can simulate by resizing the window), some of the main table gets cut off. It seems that my CSS solution is a botch, and, in effect, does not accomplish my main goal. The bottom bar should not cut off part of the table from the main content div (gameTable), but the main content div should display all of its content in a scrollable fashion. My CSS at the moment works as long as the viewer's screen is a certain pixel height. This is definitely not permanent. Thank you SO much for the help. I really appreciate it and totally understand that I'm being a total pain by just throwing down tons of CSS and HTML code to edit.

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  • Inconsistent canvas drawing in Android browser

    - by user2943466
    In putting together a small canvas app I've stumbled across a weird behavior that only seems to occur in the default browser in Android. When drawing to a canvas that has the globalCompositeOperation set to 'destination-out' to act as the 'eraser' tool, Android browser sometimes acts as expected, sometimes does not update the pixels in the canvas at all. the setup: context.clearRect(0,0, canvas.width, canvas.height); context.drawImage(img, 0, 0, canvas.width, canvas.height); context.globalCompositeOperation = 'destination-out'; draw a circle to erase pixels from the canvas: context.fillStyle = '#FFFFFF'; context.beginPath(); context.arc(x,y,25,0,TWO_PI,true); context.fill(); context.closePath(); a small demo to illustrate the issue can be seen here: http://gumbojuice.com/files/source-out/ and the javascript is here: http://gumbojuice.com/files/source-out/js/main.js this has been tested in multiple desktop and mobile browsers and behaves as expected. On Android native browser after refreshing the page sometimes it works, sometimes nothing happens. I've seen other hacks that move the canvas by a pixel in order to force a redraw but this is not an ideal solution.. Thanks all.

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  • Inline horizontal spacer in HTML

    - by LeafStorm
    I am making a Web page with a slideshow, using the same technique used on http://zine.pocoo.org/. The person I'm making the site for wants the slideshow to be centered. However, some of the photos are portrait layout and some are landscape. (This was not my choice.) I need a position: absolute to get the li's containing the items in the right place, so centering them does not work. (At least, not by normal methods.) So, I thought that it might work to insert a 124-pixel "spacer" before the image on the portrait pictures. I tried it with a <span style="width: 124px;">&nbsp;</span>, but it only inserts a single space, not the full 124 pixels. The slideshow fades in and out OK, though, so I think that it would work if I could get the proper spacing. My question is this: does anyone know a way to have 124px of space inline in HTML (preferably without using images), or another way to center the pictures in the li items?

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  • Length of a string in pixels

    - by Rose
    Guys, I'm populating a dropDownList with arrayCollection of strings. I want the width of the drop down list control to match with the size (in pixels) of the longest string in the array collection. The problem I'm facing is: the font width of the strings in the collection are different e.g. 'W' looks wider than 'l'. So I estimated the width of a character to be 8 pixels but that's not pretty neat. If a string that has many 'W' and 'M' is encountered the estimation is wrong. So I want precise pixel width of strings. How can i get the exact length of a string in pixels?? My solution that estimates all character to be 8 pixels wide is given below: public function populateDropDownList():void{ var array:Array = new Array("o","two","three four five six seven eight wwww"); var sampleArrayCollection:ArrayCollection = new ArrayCollection(array); var customDropDownList:DropDownList = new DropDownList(); customDropDownList.dataProvider=sampleArrayCollection; customDropDownList.prompt="Select ..."; customDropDownList.labelField="Answer Options:"; //calculating the max width var componentWidth=10; //default for each(var answerText in array){ Alert.show("Txt size: "+ answerText.length + " pixels: " + answerText.length*9); if(answerText.length * 8 > componentWidth){ componentWidth=answerText.length * 8; } } customDropDownList.width=componentWidth; answers.addChild(customDropDownList); } Any idea or solution is highly valued. Thanks

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  • Performance issue between builds

    - by DeadMG
    I've been developing a small indie game in my spare time and have run across an inexplicable issue. Some builds of the game will randomly run several hundred frames per second slower than other builds. For example, when rendering some text and no 3D scene, I can achieve 1800FPS on my own hardware. Add one 3D sphere (10k verts, pixel shaded), achieve 1700 FPS. Add two more spheres, achieve 800 FPS. Remove all spheres, achieve 1100FPS- even though the code now renders the same scene as I previously achieved at 1800FPS, which is just the FPS counter being rendered. I've tried rebuilding and cleaning the project and rebooting the compiler. This is in Release mode and I turned on all the optimizations I could find. Any suggestions as to the cause? I ran a quick profile, and Visual Studio seems to think that over 90% of my time was spent in D3D9_43.dll, suggesting that it's not a bug in my app, which doesn't explain why it manifests in only some builds. I rebooted my machine and it's back up to 1800FPS. I think it's a bug in the DirectX SDK tools (amongst many others). Going to delete this question.

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  • Position footer to bottom of window or page, whichever is larger

    - by BenM
    I am currently working on a site that requires a footer to be placed either at the bottom of the window, or the bottom of the page content, whichever is lower. I have tried using the height: 100% method, but this causes a problem. I also have a position: fixed header, and some padding on my content (defined in pixels). Also, the height of the content may change after the page has loaded (use of accordions, etc.), so I wonder if there's a pure CSS way to position the footer to either the bottom of the window, or the bottom of the document, while still allowing pixel padding and so forth. Here's an outlined structure of the HTML: <header></header> <div class="content"> <footer></footer> </div> I have also put together a Fiddle to demonstrate how the CSS works at the moment: http://jsfiddle.net/LY6Zs/. I am unfortunately unable to change the HTML structure (i.e. breaking out the footer element from .content.

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  • Blit SDL_Surface onto another SDL_Surface and apply a colorkey

    - by NordCoder
    I want to load an SDL_Surface into an OpenGL texture with padding (so that NPOT-POT) and apply a color key on the surface afterwards. I either end up colorkeying all pixels, regardless of their color, or not colorkey anything at all. I have tried a lot of different things, but none of them seem to work. Here's the working snippet of my code. I use a custom color class for the colorkey (range [0-1]): // Create an empty surface with the same settings as the original image SDL_Surface* paddedImage = SDL_CreateRGBSurface(image->flags, width, height, image->format->BitsPerPixel, #if SDL_BYTEORDER == SDL_BIG_ENDIAN 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff #else 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 #endif ); // Map RGBA color to pixel format value Uint32 colorKeyPixelFormat = SDL_MapRGBA(paddedImage->format, static_cast<Uint8>(colorKey.R * 255), static_cast<Uint8>(colorKey.G * 255), static_cast<Uint8>(colorKey.B * 255), static_cast<Uint8>(colorKey.A * 255)); SDL_FillRect(paddedImage, NULL, colorKeyPixelFormat); // Blit the image onto the padded image SDL_BlitSurface(image, NULL, paddedImage, NULL); SDL_SetColorKey(paddedImage, SDL_SRCCOLORKEY, colorKeyPixelFormat); Afterwards, I generate an OpenGL texture from paddedImage using similar code to the SDL+OpenGL texture loading code found online (I'll post if necessary). This code works if I just want the texture with or without padding, and is likely not the problem. I realize that I set all pixels in paddedImage to have alpha zero which causes the first problem I mentioned, but I can't seem to figure out how to do this. Should I just loop over the pixels and set the appropriate colors to have alpha zero?

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  • Projecting an object into a scene based on world coordinates only

    - by user354862
    I want to place a 3D image into a scene base on world/global coordinates. I have an image of a scene. The image was captures at some global coordinate (x1, y1, z1). I am given an object that needs to be placed into this scene based on its global coordinate (x2, y2, y3). This object needs to be projected into the scene accurately similarly to perspective projection. An example may help to make this clear. Imagine there is a parking lot with some set of global coordinates. A picture is taken of a portion of the parking lot. The coordinates from the spot where the image was taken is recorded. The goal is to place a virtual vehicle into this image using the global coordinates for that vehicle. Because the global cooridnates for the vehicle may not be in the fov of the global coordinates for the image I am assuming that I will need the image coordinates, angle and possibly fov. 3D graphics is not my area so I have been looking at http://en.wikipedia.org/wiki/Perspective_projection#Perspective_projection. I have also been looking at Matrix3DProjection which seems to possibly be what I am looking for but it only works in Silverlight and I am trying to do this in WPF. In my mind it appears I need to determine the (X,Y,Z) coordinates that are in the fov of the image, determine the world coordinate to pixel conversion and then accurately project the vehicle into the image giving it the correct perspective such that is looks 3D i.e smaller the further away bigger closer Is there a function within WPF that can help with this or will I need to re-learn matrices and do this by hand?

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  • Load image blurred Android

    - by Mira
    I'm trying to create a map for a game through an image, where each black pixel is equivalent to a wall, and yellow to flowers(1) and green grass(0) so far i had this image (50x50): http://i.imgur.com/Ydj9Cp2.png the problem here seems to be that, when i read the image on my code, it get's scaled up to 100x100, even tough i have it on the raw folder. I can't let it scale up or down because that will put noise and blur on the image and then the map won't be readable. here i have my code: (...) Bitmap tab=BitmapFactory.decodeResource(resources, com.example.lolitos2.R.raw.mappixel); //tab=Bitmap.createScaledBitmap(tab, 50, 50, false); Log.e("w", tab.getWidth()+"."+tab.getHeight()); for (int i = 0; i < tab.getWidth(); i++) { for (int j = 0; j < tab.getHeight(); j++) { int x = j; int y = i; switch (tab.getPixel(x, y)) { // se o é uma parede case Color.BLACK: getParedes()[x][y] = new Parede(x, y); break; case Color.GREEN: fundo.add(new Passivo(x,y,0)); break; default: fundo.add(new Passivo(x,y,1)); } } } How can i read my image Map without rescaling it?

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  • glTexImage2D + byte[]

    - by miniMe
    How can I upload pixels from a simple byte array to an OpenGl texture ? I'm using glTexImage2D and all I get is a white rectangle instead of a pixelated texture. The 9th parameter (32-bit pointer to the pixel data) is IMO the problem. I tried lots of parameter types there (byte, ref byte, byte[], ref byte[], int & IntPtr + Marshall, out byte, out byte[], byte*). glGetError() always returns GL_NO_ERROR. There must be something I'm doing wrong because it's never some gibberish pixels. It's always white. glGenTextures works correct. The first id has the value 1 like always in OpenGL. And I draw colored lines without any problem. So something is wrong with my texturing. I'm in control of the DllImport. So I can change the parameter types if necessary. GL.glBindTexture(GL.GL_TEXTURE_2D, id); int w = 4; int h = 4; byte[] bytes = new byte[w * h * 4]; for (int i = 0; i < bytes.Length; i++) bytes[i] = (byte)Utils.random(256); GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, w, h, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, bytes); [DllImport(GL_LIBRARY)] public static extern void glTexImage2D(uint what, int level, int internalFormat, int width, int height, int border, int format, int type, byte[] bytes);

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  • How to click multiple instances of the same icon on a webpage? (Javascript)

    - by akd
    I want to write a script that will click every instance of a certain icon. The following code is from the source that is what I want to click on. It has a onclick event defined, I just don't know how to search the page for these icons and then click on them. Can anyone help? Thanks. <dd><a href="javascript:void(0);" onclick="RecommendItem(1,'article','6106925','1','recommendstatus_article6106925' ); return false;" onmouseover="return overlib('Give thumbs up', WRAP);" onmouseout="return nd();">&nbsp;<img class='icon' title='' alt='Thumb up' style='background-position: -304px -48px;' src='http://geekdo-images.com/images/pixel.gif' /></a></dd> <dt class='tippers'><a href="javascript://" style='color: #969600;' onclick="RecSpy( 'article', '6106925', 'tippers' ); return false;"></a></dt>

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  • CSS 100% height with padding/margin

    - by Toji
    This has been driving me crazy for a couple of days now, but in reality it's a problem that I've hit off and on for the last few years: With HTML/CSS how can I make an element that has a width and/or height that is 100% of it's parent element and still has proper padding or margins? By "proper" I mean that if my parent element is 200px tall and I specify 100% height with 5px padding I would expect that I should get a 190px high element with 5px "border" on all sides, nicely centered in the parent element. Now, I know that that's not how the standard box model specifies it should work (although I'd like to know why, exactly...), so the obvious answer doesn't work: #myDiv { width: 100% height: 100%; padding: 5px; } But it would seem to me that there must be SOME way of reliably producing this effect for a parent of arbitrary size. Does anyone know of a way of accomplishing this (seemingly simple) task? Oh, and for the record I'm not terribly interested in IE compatibility so that should (hopefully) make things a bit easier. EDIT: Since an example was asked for, here's the simplest one I can think of: <html style="height: 100%"> <body style="height: 100%"> <div style="background-color: black; height: 100%; padding: 25px"></div> </body> </html> The challenge is then to get the black box to show up with a 25 pixel padding on all edges without the page growing big enough to require scrollbars.

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  • Force10 S4810 "Overlapping route for management interface"

    - by Erik Reynolds
    We just got in a pair of Force10 S4810s and are getting tripped up on what should be a very basic configuration step. The S4810 has a gigabit copper management port (though ultimately we'd like to not use that and just trunk in a management vlan). We followed the configuration commands verbatim from a rapid config guide and keep getting a weird error. "Overlapping route for Management Interface." http://i.imgur.com/ojaTQ.png Current running config per request: http://pastebin.com/995v4RSG Any thoughts? I'm pretty baffled. (FWIW: I'm not at all a networking person -- though I'm quickly learning!) Thanks for your help!

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  • HTTP response time profiling

    - by Sparsh Gupta
    Hello I have a nginx reverse proxy. The server is close to serving 600-700 requests per second. I have a Munin HTTP load time plugin which is outputting this: http://monitor.wingify.com/munin/visualwebsiteoptimizer.com/lb1.visualwebsiteoptimizer.com-http_loadtime.html Now, the problem is I am seeing some spikes in the graph. Expected response times should always be under 200ms. I am keeping an eye on syslog and messages but I am unable to figure out the actual cause of this. I was wondering if there is any good HTTP response time profiling system which I can install / embed with this nginx server and get a detailed reports / logs on the breakup of time taken by different things and what exactly is the cause of the spikes. The profiling system would also help me understand bottlenecks and how can I further optimize the latency. Most important right now is to investigate the cause of the spikes in the HTTP load time graphs (similar pattern is reported by external monitors - Pingdom) and to fix it to get consistent response times Thanks

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  • Outlook, Delegates and IgnoreSOBError registry work-around

    - by Yougotiger
    We just moved to exchange/Outlook, and our users are trying to create delegations to their admin assistants. We're getting the following message: The Delegates settings were not saved correctly. Unable to activate send-on-behalf-of list. You do not have sufficient permission to perform this operation on this object. It seems the issue can be resolved with a registry entry as per the KB article: http://support.microsoft.com/kb/950794/en-us But I'm wondering if this is just a band-aid or if it gets to the root of the problem?

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  • postfwd not rate limiting sasl users

    - by golemwashere
    I would like to use postfwd version 2 to limit the amount of daily mail sent by my sasl authenticated users. I installed latest tarball: postfwd-1.35 with latest postfix from Centos 6.4 In my I have only this rule id=RULEZEROSASL sasl_username=~/^(\S+)$/ action=rcpt(sasl_username/500/86400/REJECT only 500 recipients per day for $$sasl_username) which should reject only mail with authenticated users (not mail from trusted mailservers). My postfwd2 listens on tcp 10045 and in my postfix main.cf I have # Restriction Classes smtpd_restriction_classes = postfwdcheck postfwdcheck = check_policy_service inet:127.0.0.1:10045 127.0.0.1:10045_time_limit = 3600 ... smtpd_recipient_restrictions = permit_mynetworks permit_sasl_authenticated permit_tls_clientcerts reject_unauth_destination check_recipient_access hash:/etc/postfix/access reject_invalid_helo_hostname # postfwd con rate limiting check_policy_service inet:127.0.0.1:10045 warn_if_reject reject_non_fqdn_helo_hostname warn_if_reject reject_unknown_helo_hostname warn_if_reject reject_unknown_client reject_non_fqdn_sender reject_non_fqdn_recipient reject_unknown_sender_domain reject_unknown_recipient_domain warn_if_reject reject_unverified_sender reject_unverified_recipient reject_rbl_client zen.spamhaus.org permit in /etc/postfix/policy . postfwdcheck I see no rule matching entries in log and the command postfwd2 -vv --dumpcache -f /etc/postfwd.cf shows the request number [STATS] postfwd2::policy 1.35: **5** requests since 0 days, 01:05:31 hours increasing only for manual tests done with: nc 127.0.0.1 10045 <request.sample Any idea why postfwd is not engaged by postfix?

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  • Baseline 2952-SFP normal?

    - by Atlas
    I just installed a 3com 2952-sfp, and I had its port #48 connected to another gigabit switch through a cat5e cable. Now when I look at the logs, I see the lines shown below: Mar 23 11:20:15:829 2010 MSTP Critical PFWD Instance 0's GigabitEthernet1/0/48 has been set to forwarding state! Mar 23 11:20:15:822 2010 IFNET Warning LINK UPDOWN GigabitEthernet1/0/48: link status is UP Mar 23 11:20:12:974 2010 IFNET Warning LINK UPDOWN GigabitEthernet1/0/48: link status is DOWN The above happens like dozens of times per day, is there something wrong with my setup?

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